Game Information
Developer: | Ninja Theory | Date Started: | 17/11/2024 |
Platform: | Steam | Fresh Play / Continuation: | Fresh Play |
Genre: | Action | Time Played: | 7.1 hours |
Theme: | Fantasy / Viking | Date Finished: | 23/11/2024 |
Difficulty Rating: | Average | Recommendation: | 100% Recommended |
This is another game I've wanted to play for some time. The main reason I never got around to it was that my PC couldn't handle it. However, I did know a little about the game, and I did get a small taste of it at a friend's place. My friend was quite far into the game and having trouble with a fight, so he asked me to give it a try.
So you have to imagine - I had NO build-up; NO experience in the game's combat; NO nothing. I was simply told to wear the headphones and that "this button does this, this and this..." Thank you, G-Man. Still, while it took me three tries, I did it.
Although my only experience of the game was one combat session, I had a brief introduction of what made this game stand out. I was jolted the first time I heard one of the voices urgently say, "Behind you!" It left a lasting impression that made me want to experience the game from beginning to end.
And so here I am. After playing a little bit of the game, I was surprised that it wasn't as fast-paced as I thought it to be. Admittedly, the combat session I had experienced, had skewed my perception. The game itself is quite gradual in the pacing and puts a lot of focus on puzzle solving and atmospheric build-up.
And the gameplay wasn't hard. Admittedly, I had to remind myself that the key to the game - particularly the combat - was not about button mashing and rushing into the fights. Everything hinged on parrying and evading to get the best strike in. But saying that, there weren't a lot of combat sections. In fact, there were some chapters that had none at all and focused predominantly on puzzle-solving. And even then the puzzles weren't that difficult. If anything, the game's main strength came down to the atmosphere. When I first heard of Hellblade: Senua's Sacrifice I had known that it portrayed psychosis in a way that was applauded. I had no clue how true that was until I played the game. When they say it's recommended to play the game with headphones on, you'd best listen to it. The way the voices talk to Senua - flitting in and out, moving from one ear to the next - was an intense feeling. And then, even in the moments that you DON'T hear them, the encompassing silence is just as eerie. And that's just the audio. Equal care and detail were given to the level design and environment. One level may appear calm and green and then you come to another level which is macabre and grotesque. And yet, it always fit into Senua's psychosis. The way the developers portrayed it also was interesting. It was neither a weakness nor a strength, though it had elements of both. If anything, what they did, was show how it was misunderstood. The story takes place during the Viking ages, so there wasn't a real concept of what mental health was. For them, Senua's affliction was a curse. Additionally, the story tells of what measures were taken to 'protect' her, and trying anything that was mentioned nowadays is considered abuse. So you feel for Senua and what she has and is enduring. Once I reached the end, and the credits were rolling, I was happy to breathe a sigh of relief. While I enjoyed the game immensely, several intense experiences required me to pause my gaming session and pick it up the next day. If anything, doing that allowed me to enjoy my experience all the more. Now, I am aware that there is a sequel out - and to be honest, this was one of the reasons that encouraged me to play the first game. After playing Hellblade: Senua's Sacrifice I want to play the second game. If it is anything like this one, then I know I will enjoy it - even if I have to take even more breaks in between. I get the impression it will be a lot more intense than this one. For now, though, it is time to move on to I which is for... Industria.
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